I was unsure which one to download, and I ended up downloading the v3 one.Not really happy about the installation. Tried to run the game, and it didn't respond. Had to restart the computer.It looks to be god though.

@zlandorf:One theme will be used for one stage. At there are at least 3 swamps stage (on the original game)

About the levels, I have both.My old level editor was able to convert original map data to my own data.Also, my old/new editor is able to convert an image map rip (bmp, png) into a set of data (tileID, x, y), by checking the full image, even if it is large (larger than 10240 * 1280)This function is compatible with all game. It only requires one or different tilesets + image map rip (in one image)

@luisoft :Yes.

At the moment, only the v1.2 of my engine is available, as I'm working on the v2, which will be really different to the older one. This is why I removed the link on my website.When my Java remake will be ready, I will put both remake & engine source code.

My engine is ready to make 2D Platform and Strategy game with ease (a set of AbstractMap, AbstractPlayer, AbstractAI, AbstractTile, AbstractRaster, Pathfinding ...).It should also be Hack'n Slash ready. (it also contains a sort of General World Edit, which allows to set units data, such as animations range, cost, damages, icons ... and ready for Warcraft II like map edit, with automatic tiles transition [DarkGrass-Grass-Ground-DarkGround-Water-DarkWater])

The engine is designed to work fine with low PC spec. (working on my old Laptop, 7 years old, with only 64Mb for the GPU)

I'm currently working on the Lionheart Level Editor, trying to make it the easiest to use.Monsters will be ready at the same time, which means that a playable demo should be released soon.

This is really cool. If you drop us an email at Free Gamer (http://freegamer.blogspot.com) when you are done, we'll feature you there and get you some traffic. (Open source required though that seems to be your intention.)

I wasn't sure which version was the latest release, so I went with version 1.1. This is really well done and quite pretty. You can tell it's true to the original, but I must admit I wasn't very good at it! Keep up the good work, this is obviously a labor of love.

About Lionheart, I added the collision between the player and the monster.You can now hit them. If you attack them from the top, it will make the player jump a little bit, killing the monster.Also, monsters can now walk around the map, depending of the height and slopes.

It is my experience that far more projects get lost on personal servers than they do on the free services you deride. Nobody forgets to pay a monthly fee and lose the service, nobody suffers a hard drive failure and has no backup, redundancy means outages are rare, and when there are outages a team is on hand to fix them.

Since my LionEngine is now updated (3.0.0), and as I'm now working on the next one (4.0.0) which will include an HackNSlash API; I decided to continue my remake of Lionheart using my LionEngine at the same time. And as a first new, I added the SC68 player in my engine ! (ok, it is only available for Windows, but I will try to make it work everywhere).

Just a short message to say that there are some progress on my engine.Current result for Lionheart Remake:

Independant gravity for each monsters, able to jump in order to avoid obstacle

hq3x filtering (click to enlarge view, in order to see the hq3x effect):

bilinear filtering:

I also finished to port my SonicArranger lib, in order to make it work for both Windows & Linux (available inside my engine).To use it, it just need a quick instantiation, and after, it is like playing a simple MP3, but with the true sound from the past :p